I think a lot of people are missing the point... (or at least what I want the point to be
)
It's not to make machine guns more effective.
It's not to make XYZ plane/playing style more or less effective.
It's to improve the feel of the game and make our simulated vehicles perform more similarly to their RL counterparts under all conditions, not just at 100% integrity... and as a result improve the experience of flying a damaged aircraft (at least to me it would). If you think about it, the characteristics of our aircraft rarely change other than having aileron or elevator authority halved, or the aircraft being reduced to a coffin, with (most of the time) not much in between.
HiTech asked three question's
More like, Rolling on the floor in laughter, thinking people do not really think much about the consequences of what they ask for.
Step 1.
Do you wish planes to die more quickly or less quickly, or the same.
Step 2.
Do you wish to be at more of a disadvantage with 1 bullet hit so fights will tend to be, who ever lands the first bullet wins.
Step 3.
How will any damage model change, change the tactics used in the game.
HiTech
These are very interesting questions and I will try to explain how I think about them a little on... let me just say that I had these specific in mind when I was thinking about this.
Now the original feelings of the thread seemed to split in a couple of camps;
A 25/50/75/100% piecewise deal, where once you reach the 25 (or whatever) threshold you lose 25% of efficiency, or
A 1% of total damage = 1% of efficiency lost, linear function
Now the first one helps to sidestep question two a bit, as a single round probably won't result in any advantage. However this also retains some of the 'if you don't reach x threshold, nothing happens' that is the main thing that most (or I at least) attest in the current damage model. Even at that, once you do reach 25% damage, which is a relatively small amount, your wing is now operating at only 3/4 efficiency.
The linear damage model gets rid of the thresholds, however it does introduce a pretty large factor of 'he who shoots first lives', even if it is by a small amount, and increases the lethality of machine guns considerably.
My goals were;
Completely get rid of incremental damage (with thresholds)
Keep the relative effectiveness of guns more or less where they are now.
Don't
fundamentally change the way is played while improving the immersive experience of flying a damaged aircraft.
So, I didn't think of a piecewise or linear function, rather a square one.
What does this do?
Well...
A stray round or two is practically inconsequential; a small, scattered machine gun burst isn't going to be game changing, although it may give you a slight edge; a solid hit that doesn't quite knock the wing off is going to hurt; and once your wing reaches 70-80% of it's capacity it's time to start looking for an exit (or probably past that).
I'm defining 100% of damage as the wing falling off under +,-0G's force at that point. With this definition 100% damage isn't really a meaningful measurement since you're almost always going to be at at least 1G. For the sake of example I'll say that under practical conditions 1.8G's is breaking point (you'd have to be ridiculously careful, but at this point you could still theoretically nurse it back home). Assuming the standard wing can withstand 12G's of force (I don't remember any numbers here I just pulled on off of the top of my head
), and that the function of structural integrity of the wing is y=x^2, where y is the structural integrity of the wing, and x is the % of total damage points the wing can have before breaking at 0 G's. This would mean the wing would have to be at just under 92% total damage points possible to be at 85% structural integrity, meaning it would break under the force of 1.8G's.
The same thing can be applied to lift and drag, although these functions would be modified so that the wing still produces lift until it is absolutely gone. In this case, y (the equation unaltered for the sake of example) is % of lift subtracted from the wing at full efficiency (x is the same as it is in SI formula), and drag is % added compared to the drag the wing produces undamaged, with x again being the same.
I'll have more on this in a bit, better explained, more visual, situational, less confusing and help to not try to make you think to Middle School math.... with graphs!